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-   -   winSPWW2 V3.5 upgrade NOW AVAILABLE ! (http://forum.shrapnelgames.com/showthread.php?t=41625)

DRG December 16th, 2008 05:28 PM

winSPWW2 V3.5 upgrade NOW AVAILABLE !
 
What follows is the final list of changes to winSPWW2 V3.5.

The patch is NOW AVAILABLE

CLICK HERE


Don

----------------------------------------------------------------------------------------------------------------------------------------------------------------


WinSPWW2 version 3.5 upgrade patch

9 New Scenarios
5 Revised Scenarios
8 New maps
6 New or revised photos
2 Revised Icons
36 Updated OOB files
2 Revised Graphic files
3686 new Icon spots added
Upgraded Cost Calculator
Upgraded MOBHack
Upgraded Extended Map Editor



1) Fixed old "W" key bug where weapon ( 1 ) could not be fired when using the "W" ( weapons ) Key to fire only 1 weapon

2) PBEM Campaign bug where smoke was not being given to core troops after the first turn is fixed

3) AIAdjust percent INI modifier will now affect the buy of AI played forces in any battle type

4) A bug in special battles that was carrying beach assaults over into the next battle has been corrected

5) On map Arty command units have been removed from the list of units able to act as spotters. They can no longer call indirect artillery missions which was allowing an arty cheat that existed back to SP2

6) ANZAC WW2 Long Campaign now starts 1/41 in the Western Desert, rather than the old earlier date. That was the first Australian action (6th Div, Bardia) in WW2.

7) Scenario 312 fixed and now has V hexes. Scenario 5 revised to make it more playable. Scenario 354 has been redone.

8) A small bug where vehicles that automatically used their smoke dischargers would not be able to move has been fixed

9) A small bug fixed for generated and PBEM campaigns, where it was possible, if the campaign was set to run in the same year, to set an end month that was earlier than the start month. The game would not run time backwards but it would only run the latest month

10) The delay for adjusting the fall of shot for both on and off map artillery landing out of the observing units line of sight has been increased and in most cases now means only one adjustment can be made without delaying the next fall of shot an extra turn.

11) European WW2 Long Campaigns will now end in May 1945 instead of April 1945. This month is used for special situations e.g. the battle for Berlin

12) More Eastern Front WW2 locations have been added. There is no longer one set battle location for every month in the East Front campaign, many alternatives have been provided.

13) Landed gliders are no longer automatically destroyed, but are now treated as abandoned vehicles.

14) A bug with all units of a side being destroyed leading to screen flicker has been fixed.

15) A Bug with all units of a side being destroyed but the game did not end even if all objectives taken has been fixed.

16) Problems with the AI counter attacking early in the delay or defence has been corrected.

17) Changes have been made to the code so that if your vehicle kicks up dust due to movement then you can no longer undo that vehicle's action. (Note that this also applies for partial smoke that does not generate a smoke graphic in the hex).

18) A PBEM campaign bug existed where on 3 failed attempts at entering the password a PBEM campaign ended the turn (and saved off the files) instead of aborting. Now the player is returned correctly to the main menu.

19) In Campaigns, core formations were able to cross-attach to non core formations. This has been corrected. You cannot now attach a core unit to a support formation.

20) A bug existed in PBEM Campaign Games where the turn 0 artillery was replayed before player 1 was asked for his password allowing player 2 to watch this turn on his machine has been fixed. Player 1 must enter his password in order to see the turn 0 bombardment. Player 2 cannot now run this turn.

21) A bug in PBEM Campaign Games has been fixed that showed the units of player 2 to player 1 during the pre-game ( turn 0 ) bombardment

22) A bug in PBEM Campaign Games where any unspotted player 2 units caused to retreat by the turn 0 bombardment were shown to player 1 was fixed.

23) There was a bug in the WW2 code for guns with range >100 and AP that caused problems with the cost calculator. Now fixed

24) A new feature for CD holders only allows players to check the location on the map of the other units in a formation with a hotkey or button in the HQ menu.

25) Off map artillery will now have a chance of losing radio contact and when they do they will not appear in the bombard menu. However, if a fire mission has been plotted and you lose contact the turn before the fire mission is scheduled to go in the fire mission will go in as scheduled but because it dropped off the bombard menu just before it did you will not be able to cancel it or shift fire.

26) "Tank Rider" passengers now have a greater chance of more casualties if caught on the tank when they are fired on.

27) Crewed weapons such as AT guns, howitzers and mortars when loaded onto a paratroop transport for air dropping now split into the crew and uncrewed weapon . They drop separately and you must now reunite the surviving crew and the unmanned weapon before being able to use it. This change also applies to vehicles but there are no "air droppable" vehicles , or transports capable of dropping them, in WinSPWW2 and very few crewed guns or mortars in droppable para formations so this change will mostly impact WinSPMBT rather than WinSPWW2.

28) Numerous small OOB corrections.


----------------------------------------------------------------------------------------------------------------------------------------------------------------

Cross December 17th, 2008 12:00 AM

Re: winSPWW2 V3.5 upgrade
 
Quote:

Originally Posted by DRG (Post 660550)
24) A new feature for CD holders only allows players to check the location on the map of the other units in a formation with a hotkey or button in the HQ menu.

This sounds useful. I'll look forward to seeing how this works.

I guess this means we will be able to quickly locate the units in a platoon or company; which will be highlighted in some way?

Is this something you can post a screen shot of?

cheers,
Cross

Marek_Tucan December 17th, 2008 12:50 AM

Re: winSPWW2 V3.5 upgrade
 
Sounds good, thanks for your work!

DRG December 17th, 2008 08:59 AM

Re: winSPWW2 V3.5 upgrade
 
1 Attachment(s)
Quote:

Originally Posted by Cross (Post 660598)

I guess this means we will be able to quickly locate the units in a platoon or company; which will be highlighted in some way?

cheers,
Cross

If you click on any unit in a company the unit designation ( B0, B1 etc ) will appear over the unit , white in most maps but green in winter, with the actual platoon you are clicked on showing up in yellow so you can easily find all units in a platoon and company, by pressing ' 5 ' and you can turn this all off by pressing ' 5 ' again so it doesn't clutter up the map. There's a button in the HQ menu that allows this to be turned on and off but most of us used the '5' key


http://forum.shrapnelgames.com/attac...1&d=1229519354


Shows a company with one platoon highlighted


Don

Cross December 17th, 2008 09:27 AM

Re: winSPWW2 V3.5 upgrade
 
Quote:

Originally Posted by DRG (Post 660654)
If you click on any unit in a company the unit designation ( B0, B1 etc ) will appear over the unit , white in most maps but green in winter, with the actual platoon you are clicked on showing up in yellow so you can easily find all units in a platoon and company, by pressing ' 5 ' and you can turn this all off by pressing ' 5 ' again so it doesn't clutter up the map. There's a button in the HQ menu that allows this to be turned on and off but most of us used the '5' key


http://forum.shrapnelgames.com/attac...1&d=1229519354


Shows a company with one platoon highlighted


Don

Very cool...:cool:

This will make organizing units sooo much easier.
It's like my Battlion is finally getting an XO. ;)

It was just time consuming, after unloading everyone from ad hoc transport, then trying to sort and recall who was where.

The update you guys made last year, allowing us to see what unit a transport was carrying without unloading it, was a huge step forward, but I can see this being even more useful. :up:

JohnHale December 17th, 2008 09:56 AM

Re: winSPWW2 V3.5 upgrade
 
I am in the middle of a PBEM Campaign - when is it safe to upgrade?

At the end of a Battle, or only at the end of the Campaign?

DRG December 17th, 2008 01:06 PM

Re: winSPWW2 V3.5 upgrade
 
Quote:

Originally Posted by JohnHale (Post 660658)
I am in the middle of a PBEM Campaign - when is it safe to upgrade?

At the end of a Battle, or only at the end of the Campaign?

It * might * work ( maybe ) as a PBEM campaign is only light security but I wouldn't guarantee it either. We've been telling people for years that any patch has a high chance of ending PBEM games and this one is no exception.

Don

Marek_Tucan December 17th, 2008 04:58 PM

Re: winSPWW2 V3.5 upgrade
 
Sweet! Just the thing for my favourite ad hoc companies! :)

Mobhack December 17th, 2008 06:13 PM

Re: winSPWW2 V3.5 upgrade
 
Quote:

Originally Posted by Marek_Tucan (Post 660762)
Sweet! Just the thing for my favourite ad hoc companies! :)

The routine adds PL, Co, HQ to the appropriate leader elements and it also takes care of this in campaigns where the "0" is no longer the leader due to having died in a previous battle.

The entire current coy is highlighted, with the current platoon in gold (leader is flashing gold). That includes that section of light tanks you bought as fire support way down the unit list and cross-attached to that coy HQ. Makes deploying company teams a breeze since all the various support teams you later bought and x-attached are now obvious.

I find it most useful to stop my common mistake of leading off an advance with the infantry platoon HQs, as after along march I can get them confused, especially when casualties mean that say C1 is now boss.

If the current coy is the HQ coy (A0's command) then in addition to all the little individual platoons under his control, the subordinate coy HQs are treated as if platoons of A coy, so those get highlighted too.

All in all, it makes it much easier to figure out who is where on the board.

Cheers
Andy

gila December 17th, 2008 09:50 PM

Re: winSPWW2 V3.5 upgrade
 
Sounds all good!
But one thing you might consider,
Replenishing smoke from ammo trucks.
I waited 3 turns and got all the other ammo, but no smoke ammo:re:
Seems to me ammo trucks would have smoke ammo as well.
Thanks for your hard work and great game!

DRG December 18th, 2008 08:37 AM

Re: winSPWW2 V3.5 upgrade
 
Becasue smoke is not "ammo" to the game.

junk2drive December 18th, 2008 10:27 AM

Re: winSPWW2 V3.5 upgrade NOW AVAILABLE !
 
Thanks yet again.

Still amazed at the changes you guys are able to make.

cyberdisc December 18th, 2008 01:06 PM

Re: winSPWW2 V3.5 upgrade NOW AVAILABLE !
 
Thanks for your effords to make this game always better.

gila December 18th, 2008 07:35 PM

Re: winSPWW2 V3.5 upgrade
 
Quote:

Originally Posted by DRG (Post 660916)
Becasue smoke is not "ammo" to the game.

I got it!
Use your smoke carefully:doh:
Thanks again for the patch upgrade:)

PanzerBob December 19th, 2008 03:54 AM

Re: winSPWW2 V3.5 upgrade NOW AVAILABLE !
 
WOOO HOOOOO Xmas came early can't wait to get home and DL this Upgrade.:D:D:D

You guys rock!!:up::up:

Steel Panther uber alles:cool:

Bob out:D

Artur December 21st, 2008 03:09 PM

Re: winSPWW2 V3.5 upgrade NOW AVAILABLE !
 
Thank you for the new patch!

Especially for the platoon highlight!!!

Now please implement it in SPMBT too...

Artur.

PanzerBob December 22nd, 2008 02:13 AM

Re: winSPWW2 V3.5 upgrade NOW AVAILABLE !
 
The MBT upgrade is coming just a wee bit of patience for these hard working guys!;)

Bob out:D

DRG December 22nd, 2008 10:17 AM

Re: winSPWW2 V3.5 upgrade NOW AVAILABLE !
 
The MBT patch won't be ready unit at least the end of the winter.

Don

gila December 25th, 2008 03:51 AM

Re: winSPWW2 V3.5 upgrade NOW AVAILABLE !
 
Installed the upgrade,a question though.
I've been on a long campaign as US vs AI.
After 11/43 it is possible to get Sikorsky copters.
What a pleasent surprise,and even better you can load 1 man{sniper} onboard.

Was that added new in the recent upgrade or was copters always availible after 11/43 before the upgrade?

Sorry if this seems like dumb question just thought i'd ask.
:o

Ironfist December 25th, 2008 10:32 PM

Re: winSPWW2 V3.5 upgrade NOW AVAILABLE !
 
Thanks for the new patch!

And about smoke ammo, how the game decided the # of smoke ammo for each tank? For my experience, it seems that x0 unit tends to have smoke ammo while others not likely. Does the # of smoke discharger play any role in it?

Warhero December 26th, 2008 04:36 AM

Re: winSPWW2 V3.5 upgrade NOW AVAILABLE !
 
Thanks Don & Andy! Great patch:).

DRG December 26th, 2008 11:45 AM

Re: winSPWW2 V3.5 upgrade NOW AVAILABLE !
 
Quote:

Originally Posted by gila (Post 662040)
Installed the upgrade,a question though.
I've been on a long campaign as US vs AI.
After 11/43 it is possible to get Sikorsky copters.
What a pleasent surprise,and even better you can load 1 man{sniper} onboard.

Was that added new in the recent upgrade or was copters always availible after 11/43 before the upgrade?

Sorry if this seems like dumb question just thought i'd ask.
:o


Yes, it's been available that date for years.

Don

Fabfire December 27th, 2008 06:11 AM

Re: winSPWW2 V3.5 upgrade NOW AVAILABLE !
 
Thanks, Don and Andy, for the hard work on this upgrade.:)
The highlight of unit designation - AWESOME!:up:

RVPERTVS December 28th, 2008 11:06 PM

Re: winSPWW2 V3.5 upgrade
 
Quote:

Originally Posted by DRG (Post 660654)
Quote:

Originally Posted by Cross (Post 660598)

I guess this means we will be able to quickly locate the units in a platoon or company; which will be highlighted in some way?

cheers,
Cross

If you click on any unit in a company the unit designation ( B0, B1 etc ) will appear over the unit , white in most maps but green in winter, with the actual platoon you are clicked on showing up in yellow so you can easily find all units in a platoon and company, by pressing ' 5 ' and you can turn this all off by pressing ' 5 ' again so it doesn't clutter up the map. There's a button in the HQ menu that allows this to be turned on and off but most of us used the '5' key


http://forum.shrapnelgames.com/attac...1&d=1229519354


Shows a company with one platoon highlighted


Don

SWEET!!! Great Work Don and Andy.
Inetersting new feature, I expect it to be implemented in mbt as well.

Keep Cool!
Roberto

PanzerBob December 30th, 2008 07:43 PM

Re: winSPWW2 V3.5 upgrade NOW AVAILABLE !
 
Have had time now with the new Arty Routine, and I must say I like it a lot. One now has to put more time and effort into planning, recruiting and most certainly attempting to keep eyes on the areas fire missions are required. Well Done BRAVO ZULU!!!

Bob out:D

Charles22 January 1st, 2009 11:21 PM

Re: winSPWW2 V3.5 upgrade NOW AVAILABLE !
 
Is this something new, because I have been playing SP off and on for ages, and it seesm this is the first time I've seen this, and it's quite an oversight if it was true before this last version. What I'm talking about is getting a unit, any unit, and firing all it can for that turn. What used to always happen, was even if you had all weapons ready for that last shot, only the main weapon would fire, or I assume the top weapon only if the others were turned off. It would do that every blasted time. Now it's firing all the weapons as it would for any of the other chances to fire before the last chance. I guess somebody besides me must had noticed that (forgive me for I haven;t read all this thread yet) and it sure is a relief to see it's fixed now.

For my own sense of the thing, I never thought about complaining that it was a game defect, but just accepted that there was some deliberate reason for that going on and just never seen it explained or even brought up before. Like wow, if this version fixed that and nobody did anything to fix it.

Oh, I just knew I had a question still. I see talk of adjusting aircraft altitude, but how is this done ingame?

gila January 8th, 2009 04:13 AM

Re: winSPWW2 V3.5 upgrade
 
Quote:

Originally Posted by DRG (Post 660916)
Becasue smoke is not "ammo" to the game.

It's called smoke "ammo" i'm sure some would be avialible on an ammo truck.

DRG January 8th, 2009 10:06 AM

Re: winSPWW2 V3.5 upgrade NOW AVAILABLE !
 
That nice but it's not AMMO to the game in the same way HE and AP are.

OK?

Don

DRG January 8th, 2009 10:15 AM

Re: winSPWW2 V3.5 upgrade NOW AVAILABLE !
 
Quote:

Originally Posted by Charles22 (Post 663300)
Oh, I just knew I had a question still. I see talk of adjusting aircraft altitude, but how is this done ingame?


Helicopters are adjustable in game not aircraft. The only other thing you may have read was bombers fly at high atitude whereas fighter bombers fly at low but that's preset in the game not adjustable

Don

Charles22 January 8th, 2009 04:32 PM

Re: winSPWW2 V3.5 upgrade NOW AVAILABLE !
 
Thanks Don.

deveen January 13th, 2009 12:43 AM

Re: winSPWW2 V3.5 upgrade NOW AVAILABLE !
 
Quote:

Originally Posted by DRG (Post 660550)
10) The delay for adjusting the fall of shot for both on and off map artillery landing out of the observing units line of sight has been increased and in most cases now means only one adjustment can be made without delaying the next fall of shot an extra turn.

So, this is only for the arty being called by the unit without the direct LOS? Does this improves as your units (both observers and the arty) become more experienced?

And talking about observers, does the "experience" rating mean much? I found that "artillery" rating is much more important for the reduction in delays...

Mobhack January 13th, 2009 09:10 AM

Re: winSPWW2 V3.5 upgrade NOW AVAILABLE !
 
Quote:

Originally Posted by deveen (Post 666522)
Quote:

Originally Posted by DRG (Post 660550)
10) The delay for adjusting the fall of shot for both on and off map artillery landing out of the observing units line of sight has been increased and in most cases now means only one adjustment can be made without delaying the next fall of shot an extra turn.

So, this is only for the arty being called by the unit without the direct LOS? Does this improves as your units (both observers and the arty) become more experienced?

And talking about observers, does the "experience" rating mean much? I found that "artillery" rating is much more important for the reduction in delays...

1) That is what "out of the observing units line of sight" means.

2) Arty rating will affect call times, but experience will affect any accuracy throws etc.

Andy

Epoletov___SPR January 14th, 2009 03:40 PM

Re: winSPWW2 V3.5 upgrade NOW AVAILABLE !
 
At last has tested WinSPWW ver. 3.5

The opportunity to see number unit has very much liked!


It is very grateful! :up:

DRG January 14th, 2009 06:51 PM

We're glad everyone seems to like this addition to the game

Don

TheDesertFox January 19th, 2009 11:12 AM

Re: winSPWW2 V3.5 upgrade NOW AVAILABLE !
 
Just a quick HI! and a big thanks to Don and Andy for keeping one of my favorite games alive.

Must be more than 9 years now since I first played SPWW2 back in the old days.

Your support is really awesome. Keep up the great work!

best regards

Helge

Lt. Ketch January 26th, 2009 04:18 PM

Re: winSPWW2 V3.5 upgrade NOW AVAILABLE !
 
Ditto to everything. Just downloaded the patch and love the changes!

oragus February 24th, 2009 10:17 PM

Re: winSPWW2 V3.5 upgrade NOW AVAILABLE !
 
Don and Andy,

Thank you for the additional icon slots! One thing....You do realize that you have 2 .shps that are for Icon0123.shp, the invisible turret version (icon numbers 2300 - 2397) and the normal one (icon numbers 4698 - 4747)or at least the SPWW2-MasterIcon.txt says so?

Oragus

DRG February 24th, 2009 11:19 PM

Re: winSPWW2 V3.5 upgrade NOW AVAILABLE !
 
Quote:

Originally Posted by oragus (Post 676559)
Don and Andy,

Thank you for the additional icon slots! One thing....You do realize that you have 2 .shps that are for Icon0123.shp, the invisible turret version (icon numbers 2300 - 2397) and the normal one (icon numbers 4698 - 4747)or at least the SPWW2-MasterIcon.txt says so?

Oragus


Oops.:doh:

Avoid using either Icon0123.shp for now




Don

oragus February 24th, 2009 11:24 PM

Re: winSPWW2 V3.5 upgrade NOW AVAILABLE !
 
Don,

No problem, just thought I would bring that up. Request; can you keep the invisible turret ones...lol? Not many in there at the moment.

Oragus

junk2drive February 24th, 2009 11:30 PM

Re: winSPWW2 V3.5 upgrade NOW AVAILABLE !
 
Joe, nice to see you around again.

oragus February 24th, 2009 11:36 PM

Re: winSPWW2 V3.5 upgrade NOW AVAILABLE !
 
Don,

I forgot something else. I don't know if this is an oversight, something hidden or what, but I am curious, so I will ask. Any reason why Icon0040-0043.shps, Icon0060-0063.shps, and Icon0065-0072.shps are not represented on the SPww2-MasterIconList.txt?

Oragus

PS: Nice to be back. Thanks for the welcome back junk2drive!

DRG February 25th, 2009 12:08 AM

Re: winSPWW2 V3.5 upgrade NOW AVAILABLE !
 
Quote:

Originally Posted by oragus (Post 676578)
Don,

No problem, just thought I would bring that up. Request; can you keep the invisible turret ones...lol? Not many in there at the moment.

Oragus

The latest one added will be changed

Don

DRG February 25th, 2009 12:13 AM

Re: winSPWW2 V3.5 upgrade NOW AVAILABLE !
 
Quote:

Originally Posted by oragus (Post 676583)
Don,

I forgot something else. I don't know if this is an oversight, something hidden or what, but I am curious, so I will ask. Any reason why Icon0040-0043.shps, Icon0060-0063.shps, and Icon0065-0072.shps are not represented on the SPww2-MasterIconList.txt?

Oragus


It was simply easier to start from one point and move forward rather than hunt through the list looking for numbers not used. The first Icon0123.shp was added to fix a previous error where I assigned Icon slots to a SHP file number we reserved for flags and since it was out of order and buried I missed it when I started numbering the new ones.

Don

oragus February 25th, 2009 01:34 AM

Re: winSPWW2 V3.5 upgrade NOW AVAILABLE !
 
Ok, thanks...satisfies my curiosity. Thanks again

Oragus

DaveyJJ July 7th, 2009 09:11 AM

Re: winSPWW2 V3.5 upgrade NOW AVAILABLE !
 
What updates are needed for the CD version, copyright 2006, bought mid-2008? The 2.5/3/3.5 ones, or earlier ones as well?

Imp July 7th, 2009 12:10 PM

Re: winSPWW2 V3.5 upgrade NOW AVAILABLE !
 
All of them in order

DaveyJJ July 7th, 2009 02:23 PM

Re: winSPWW2 V3.5 upgrade NOW AVAILABLE !
 
Quote:

Originally Posted by Imp (Post 700274)
All of them in order

I have them all ready, thanks. (Had to reinstall as I updated my Sun VirtualBox environments.)

francoisD August 27th, 2009 04:16 AM

Re: winSPWW2 V3.5 upgrade NOW AVAILABLE !
 
many thanks for this upgrade
just to tell that the AI uses mines in a much more clever way


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